#version 410

uniform mat4 model_matrix;

layout(location = 0) in vec4 position;
layout(location = 1) in vec3 normal;
layout(location = 2) in vec2 texCoord;

out vec3 vs_gs_normal;

void main(void)
{
    vec4 pos = model_matrix * position;
    vs_gs_normal = normalize(mat3(model_matrix) * normal);
    gl_Position = pos;
}